Dalonites

Difficulty Rating: 4
Guidelines Used: Custom

N/A

Combat: N/A

Habitat/Society: N/A

Ecology: N/A
History: N/A
Character Attitude and personality: N/A

Death Knight

Difficulty Rating: 4
Guidelines Used: AD&D 3rd Edition Monstrous Manual 2

Death Knights are the creation of Gods of Death such as Oblivious, and before him Vertax as well as powerful undead creatures like the Lich. They are martial champions of evil. These horribile undead are most commonly raised from the ranks of blackguards, fighters, rangers and barbarians; but a paladin who falls from grace near the moment of death may also become a death knight.

A death knight's physical form is that of its decayed body, The face is a blackened skull covered with patches of rotting flesh, with two pinpoints of orange light in the eye sockets. The voice of a death knight is chilling, seeming to echo from deep within. Death knights were powerful people in life, and so they often wear expensive or magic clothing and armor. They are quite fond of wearing flowing capes to mark them as figures of importance. They speak the languages they knew in life.

Combat: The Death Knight's abilities are exactly as they were of the person they used to be in life with a few added powers and abilities that come with this new form. Among these new powers are several such as Abyssal Blast. This attack, used once a day, causes an unleashing of a blast of eldritch fire. This blast fills a 20 foot radius spread anywhere within 400-800 feet of the death knight. This type of blast is a mix of fire and pure unholy energy. A Death Knight can also emit a Fear Aura, in which they shroud themselves in a dreadful aura of death and evil. This ability causes several people to go running in terror.

Death Knights also attract lesser undead, which become part of it's army or the army that it serves and this affects all undead within a radius of 200 miles. Normally such a Death Knight could attract around 1-6 ghouls, 1-4 ghasts, 1-12 medium skeletons, 1-4 wights and 1-8 zombies. These creatures remain in the service of the Death knight until destroyed.

A Death Knight is capable of using any spells it was able to use while alive, and they are immune to cold, electricty and polymorph as well as a %75 resistance to spells. Any spells fired at them and blocked have a 50/50 chance of bouncing right back at it's caster. The strong body of the Death Knight also enables it to last longer in a fight, as it's body is far tougher than that of a normal undead.

A Death Knight is able to summon a mount, typically a nightmare. If it's mount is lost or killed then it can summon a new one after a year and a day. A Death knight cannot be turned, and any such holy word banishments would work on it like it were a demon than an undead and such a spell would send them to the Plane of Oblivious. Death Knights are also immune to mind-affecting effects, poison, sleep, paraylsis, stunning, disease, death magics, necromantic effects, and is able to see up to 60 feet in the dark via darkvision. A death knight cannot be raised, and resurrection of the creature works only if it is willing.

Habitat/Society: Death Knights are former good warriors who were judged by the gods to be guilty of unforgivable crimes, such as murder or treason. Death knights are cursed to remain in their former domain, usually castles or other strongholds. They are further condemned to remeber their crime in song on any night when the moon is full; few sounds are as terrifying as a death knight's chilling melody echoing through the moonlit countryside. Death knights are likely to attack any creature that interrupts their songs or trespasses in their domains.

Ecology: Death Knights have no physiological functions. They are sometimes accompanied by skeleton warriors, liches, and other undead who serve as their aides.
History: The Death Knight is regarded as darkly as one would a Lich or demon from the Plane of Oblivious. More and more Death Knights rise after wars, with the greatest numbers seen following the First War between the Damocles and Shadow Knight Empires. The latest rumors of Death Knights place them all over, with the most recent being that Dreanis Vinader was busy raising up several Death Knights to add in his own personal army.
Character Attitude and personality: A Death Knight character is a complex one indeed due to it's powers, the limitations on an undead (A zombie can't just go walking into an Inn..and why would they? They don't drink), as well as needing to know every detail and historical bit regarding who this Death Knight was in his past life. A Death Knight is best as an NPC, a type of role used to advance a plot or a villain with a small castle and forces nearby threatening the peace of the land.

Diaboli

Difficulty Rating: 2
Guidelines Used: Custom

N/A

Combat: N/A

Habitat/Society: N/A

Ecology: N/A
History: N/A
Character Attitude and personality: N/A

Dragon

Difficulty Rating: 5
Guidelines Used: Various - Ask Op for details depending on type you want to play.

Dragons are winged, reptilelike creatures of ancient lineage. They are known and feared for their size, physical prowess, and magical abilities. The oldest dragons are among the most powerful creatures in the world.

Known varities of dragons fall into two broad catergories: chromatic and metallic. The chromatic dragons are black, blue, green, red, and white, all evil and extremely fierce. The metallic dragons are brass, bronze, copper, gold, and silver, who are good, usually noble, and highly respected by the wise. All dragons gain more abilities and greater power as they age. They range in length from several feet upon hatching to more than 100 feet after attaining the status of great wyrm. The exact size varies according to age and variety.

Though they are fearsome predators, dragons scavenge when necessary and can eat almost anything if they are hungry enough. A dragon's metabolism operates like a highly efficent furnace and can metabolize even inorganic material. Some dragons have developed a taste for such fare. Although goals and ideals vary among varieties, all dragons are covetous. They like to hoard wealth, collecting mounds of coins and gathering as many gems, jewels, and magic items as possibile. Those with large hoards are loath to leave them for long, venturing out of their lairs only to patrol the immediate area or to get food. For dragons, there is never enough treasure: It's pleasing to look at, and they bask in its radiance. Dragons like to make beds of their hoards, shaping nooks and mounds to fit their bodies. By the time a dragon matures to the great wyrm stage, hundreds of gems and coins are embedded in it's hide. All dragons speak draconic.

A wyrmling is between the years of birth and 5, a very young dragon of 6-15 years, a young dragon at 16-25, a juvenile dragon of 26-50, a young adult of 51-100, an adult of 101-200, a mature adult of 201-400, an old dragon of 401-600, a very old dragon of 601-800, an ancient dragon of 801-1,000, a wyrm of 1,001-1,200 and a great wyrm over 1,201 years old.

Combat: A dragon attacks with its powerful claws and bite, and can also use a breath weapon and special physical attacks, depending on its size. It prefers to fight on the wing, staying out of reach until it has worn down the enemy with ranged attacks. Older, more intelligent dragons are adept at sizing up the opposition and eliminating the most dangerous foes first (or avoiding them while picking off weaker enemies).

Besides biting, clawing, wing slams, tail slaps, tail sweeps, crushing, grappling and breath weapon attacks a dragon also has a frightful presence as the site of a young adult or older dragon can unsettle foes with its mere presence. Dragons are also capable of using arcane spells like a sorcerer and have other spell-like abilities depending on it's variety. Dragons are immune to sleep and paralysis effects except those special moves known only to the Dragonslayer. Dragons also have a degree of spell resistance (based on it's variety and age) and are capable of ascertaining creatures by nonvisual means such as hearing and scent. Dragons are also capable of seeing four times better than a human in low light conditions and twice as good as a human in normal conditions. 

Habitat/Society: Although all dragons are beleived to have come from the same roots tens of thousands of years ago, the present varities keep to themselves and cooperate only under extreme circumstances, such as a powerful mutual threat. Good dragons never work with evil dragons, however, though a few neutral specimens have been found with either. Gold dragons occasionally associate with silver dragons. When evil dragons of different varieties encounter one another, they usually fight to protect their territories. Good dragons are more tolerant, though also very territorial, and usually work out differences in a peaceful manner.

Dragons follow a number of reproductive strategies to suit their needs and temperaments. These help assure the continuation of a dragon's bloodline, no matter what happens to the parent or the parent's lair. Young adults, particularly evil or less intelligent ones, tend to lay clutches of 2-5 eggs all around the countryside, leaving their offspring to fend for themselves. These hatch into clutches of dragons, usually juvenile or younger, which stick together until they can establish their own lairs. Older and more intelligent dragons form families consisting of a mated pair and 2-5 young. Mated dragons are always adults or mature adults; offspring found with their parents are either wyrmlings, very young, young, juvenile or young adult. Shortly after a dragon reaches the young adult stage, it leaves its parents to establish a lair of its own.

A pair of mated dragons beyond the mature adult stage usually splits up, independence and the lust for treasure driving them apart. Older females continue to mate and lay eggs, but only one parent stays in the lair to raise young. Often an older female lays many clutches of eggs, keeping one to tend herself and one for her mate, and leaving the rest untended. Sometimes a female dragon places an egg or wyrmling with nondraconic foster parents.

Ecology: What a dragon eats depends mostly on the variety and type of dragon.
History: The history of dragons on Imperia is one steeped in myth and legend. Information about dragons foreign to Imperia, such as those from Dineer or the Shadow Knight held worlds is excluded here as that is another story entirely. Dragon populations all over Imperia used to be very flourishing, with dragons holding most of the Verdania region as well as lands for thousands of miles away. All of this changed however when the settlers came to Verdania from Aeris, encroaching on draconic territory. This encroachment became an even battle however dragons losing the most ground due to the rise of the nation of Damocles and then when the airships where invented and built by Damocles, nearly all of the chromaics and alot of radical and extremeist metallics banded together seeing the invention of the airship and the encroachment of people into the skies, the last domain of the dragon, as a dire consequence. Under the leadership of a 300 foot long dragon named Chronepesis the dragons launched attack after attack with the goal of eliminating every last humaniod from the region and reclaiming ancestral lands. Thousands of years before this however the dragons held most of the unclaimed lands the Verdane or Kopru did not claim such as what is now the Greyhelm and north Damocles regions. Following the deaths of hundreds of dragons at the defensive campaign by Damocles forces (Called Dragon's Tooth) several dragons fleed far south to Aeris, determined to escape the vengence of Damocles as dragons were quickly losing the last bit of land they held. Those that did not head south either choose to hide in human form or hid within small caves in remote regions like the Isle of Dread or Skygripper Mountains.

All remained quiet for a decade till "alien" waves of dragons swarmed in from other worlds. From Dineer came the Dre'ak (With a human, hybrid and dragon form) as well as dragons not native to Imperia from worlds decimated by the Shadow Knights or from Dineer seeking racial equality and acceptance. However the road to this was sabotaged by remains of the Chronepesis movement. A group of dragons lead by Darben Darktalon took most of the Aeris human forces, and promising them a chance to claim the settlers lands, lead their forces to a certain defeat at Daguenet and later Ven'Tul (Now Nore Quendrin). At Ven'Tul, dragons set fire to most of the lands and slaughtered nearly all of the elves there. This deed, combined with the horrors of Dragon's Tooth, has forever condemned public views towards dragons dispite political rallying by the Dineerans for more acceptance by the people of Imperia for dragonkind. Also the horrors of the dragons did not end, as those dragons left at Aeris launched the second part of their plan by conquering most of the Aeris lands and killing off all humans they could find. This action, many dragons felt, made events of the last century come full circle as dragons now truely held the lands in the name of the Imperian dragon, and are determined to fight back the "alien waves" of Dineerans.

Character Attitude and personality: Attitude and personality mainly depends on the type of dragon as all colors have different attitudes and agendas. It's best to fully understand the dragon before trying on such a role. However keep in mind that dragons native to Imperia are either of the majority that feels Chronepesis was a messiah, a martyr of his people or of the minority that saw Chronepesis as a genocidal maniac. Remeber this covers dragons native to Imperia, not dragons from other worlds who do not fully grasp the sheer bad blood that has gone between the humaniods of Imperia and the dragons. Hatred for the dragons, in some parts of Imperia, exceeds hatred for the Shadow Knight Empire. Cause of the power of a dragon, and the knowledge needed as well as the sheer "bad press" a dragon has, draconic characters are not recommended. Any dragon would either have to hide it's entire life as a human, or suffer being hunted by Knights who lost loved ones in Dragon's Tooth, elves angry over the deaths of thousands in Ven'Tul/Nore Quendrin, Dragonslayers looking to cash in on a dragon's hoarde or, worse of all, have to face a heavily armed airship such as one of the Damocles Empire.

Dragon (Black)

Difficulty Rating: 5
Guidelines Used: AD&D 3rd Edition Monstrous Manual

NBlack dragons are evil-tempered, cunning, and malevolent, characteristics that are reflected in their crafty, sinister faces. They are sometimes known as "skull dragons" because of their deep-socketed eyes and distinctive nasal opening.

Adding to the skeletal impression is the gradual deterioration of the hide around the horn base and cheekbones. This increases with age and does not harm the dragon. On hatching, a black dragon's scales are thin, small, and glossy. As the dragon ages, they become larger, thicker, and duller, helping it camouflage itself in swamps and marshes.

Black dragons lair in large, damp caves and multichambered subterranean caverns. They smell of rotting vegetation and foul water, with acidic undertone. Older dragons hide the entrance to their lairs using the spell plant growth. Black dragons dine primarily on fish, mollusks, and other aquatic creatures. They also hunt for red meat but like to "pickle" it by letting it lie in ponds within the lair for days before eating it.

Black dragons are especially fond of coins, Older dragons sometimes capture and question humaniods about stockpiles of gold, silver, and platinum coins before killing them.

Combat: Black dragons prefer to ambush their targets, using their surrondings as cover. When fighting in heavily forested swamps and marshes, they try to stay in the water or on the ground; trees and leafy canopies limit their aerial maneuverability. When outmatched, a black dragon attempts to fly out of sight, so as not to leave tracks, and hide in a deep pond or bog.

A black dragon's breath weapon is a line of acid. Also a black dragon can breath underwater indefiniartly and can use its breath weapon and other abilities while submerged. Once a day the dragon can stagnate 10 cubic feet of water, making it become still, foul, and unable to support animal life. The ability spoils liquids containing water as well such as potions. A black dragon can also charm large amounts of reptilian animals and communicate with them. Among these abilities, as well as the natural ones for a dragon, the black dragon can also use darkness ( 3 times a day), insect plague (3 times a day) and plant growth (once a day).

Habitat/Society: Black dragons are found in swamps, marshes, rain forests, and jungles. They revel in a steamy environment where canopies of trees filter out most of the sunlight, swarms of insects fill the air, and stagnant moss-covered ponds lie in abundance. Black dragons are excellent swimmers and enjoy lurking in the gloomy depths of swamps and bogs. They also are graceful in flight; however, they prefer to fly at night when their great forms are hidden by the darkness of the sky. Black dragons are extremely selfish, and the majority of those encountered will be alone. When a family of black dragons is encountered, the adults will protect their young. However, if it appears the adults' lives are in jeopardy they will abandon their young to save themselves. They lair in large, damp caves and multi-chambered subterranean caverns.

Ecology: Black dragons can eat almost anything, although they prefer to dine primarily on fish, mollusks, and other aquatic creatures. They are fond of eels, especially the giant varieties. They also hunt for red meat, but they like to "pickle" it by letting it lie in ponds within their lairs for days before eating it.
History: Black dragons on Imperia have the same history as most other dragons, with the only difference being that several attacks on human settlements were done by black dragons and that Chronepesis himself was a black dragon. For more information please see the History section in the Dragons entry of the Bestiary.
Character Attitude and personality: The black dragon is indeed one of the more evil types of dragons, and as such should be played as the notes here state. Due to history they are also the most hated. For more information please see the Character Attitude and personality section in the Dragons entry of the Bestiary.

Dragon (Green)

Difficulty Rating: 5
Guidelines Used: AD&D 3rd Edition Monstrous Manual

Green dragons are belligerent and tend to attack without provocation. Thier fierce, toothy jaws and arrogant crests warn other creatures of their aggressive nature. A wyrmling green dragon's scales are thin, very small, and a deep shade of green that appears nearly black. As the dragon ages, the scales grow larger and lighter, turning shades of forest, emerald, and olive green, which helps it blend in with its wooded surronindings. Clusters of hornlets at the brows and chin enchance the fearsome appearance.

Green dragons make their lairs in forests; the older the forest and bigger the trees, the better. They prefer caves in cliffs or hillsides and can be detected by the stinging odor of chlorine. Although they have been known to eat practically anything, including shrubs and small trees when they are hungry enough, green dragons especially prize elves and sprites.

Combat: Green dragons initate fights with little or no provocation, picking on creatures of any size. If the target is intriguing or seems formidable, the dragon stalks the creature to determine the best time to strike and the most apporporaite tactics to use. If the target appears weak, the dragon makes its presence known quickly - it enjoys evoking terror. Sometimes the dragon elects to control a humaniod creature through intimidation and suggestion. Green dragons especially like to question adventurers to learn more about their society and abilities, what is going on in the countryside, and if there is treasure nearby.

A green dragon's breath weapon is a cone of corrosive (acid) gas. They can also breath underwater much like the Black Dragon and are capable of Suggestion (3 times a day), Dominate Person (3 imes a day), Plant Growth (1 time a day) and Command Plants (once a day).

Habitat/Society: Green dragons are found in sub-tr0pical and temperate forests, considering the entire forest it's territory. Sometimes the dragon will enter into a relationship with other evil forest-dwelling creatures, using them for information in exchange for their lives. If a green dragon lives in a forest on a hillside, it will seek to enslave hill giants, which the dragon considers its greatest enemy. A green dragon makes its lair in underground chambers far beneath its forest.

The majority of green dragons encountered will be alone. However, when a mated pair of dragons and their young are encountered, the female will leap to the attack. The male will take the young to a place of safety before joining the fight. The parents are extremely protective of their young, dispite their evil nature, and will sacrafice their own lives to save their offspring.

Ecology: Although green dragons have been known to eat practically anything, including shrubs and small trees when they are hungry enough, they especially prize elves. If the forest is on a hillside, hill giants will hunt the younger dragons, which they consider a delicacy.
History: Green dragons have remained quiet during most of history and never took a type of role that places them into any mass public recognition like the black dragon has. For more information please see the History section in the Dragons entry of the Bestiary.
Character Attitude and personality: The information above best informs one about all the quirks of a green dragon, in addition to the general information regarding dragons on Imperia. For more information please see the Character Attitude and personality section in the Dragons entry of the Bestiary.

Dragon (Red)

Difficulty Rating: 5
Guidelines Used: AD&D 3rd Edition Monstrous Manual

Red dragons are the most covetous of all dragons, forever seeking to increase their treasure hoards. They are exceptionally vain, which is reflected in their proud bearing and disdainful expression. The small scales of wyrmlings are a bright glossy scarlet, making them easily spotted by predators and hunters, so they stay underground and do not venture outside until they are more able to take care of themselves. Toward the end of their young stage the scales turn a deeper red, and the glossy texture is replaced by a smooth, dull finish. As the dragon grows older, the scales become large, thick, and strong as metal. The neck frill and wings are an ash blue or purple-gray toward the edges, becoming darker with age. The pupils of a red dragon fade as it ages; the oldest red dragons have eyes that resemble molten lava orbs.

Red dragons lair in large caves that extend deep into the earth, which shimmer with the heat of their bodies and are marked by a sulfurous, smoky odor. However, they always have a high pearch nearby from which to haughtily survey their territory, which they consider to be everything in sight. This high perch sometimes intrudes upon the territory of a silver dragon, and for this reason red dragons and silver dragons are often enemies. Red dragons are meat-eaters by perference, and their favorite food is a human or elven youth. Sometimes they charm villagers into regularly sacrificing maidens to them.

Combat: Because red dragons are so confident, they seldom pause to appraise an adversary. On spotting a target they make a snap decision whether to attack, using one of the many strategies worked out ahead of time. A red dragon lands to attack small, weak creatures with its claws and bites rather than obliterating them with its breath weapon, so as not to destroy any treasure they might be carrying.

A red dragon's breath weapon is a cone of fire and thus it has fire immunity but suffers greatly from cold. The red dragon can also use a Locate Object spell, as well as the abilities Suggestion (3 times a day), Eyebite (Once a day), and Discern Location (Once a day).

Habitat/Society: From the great hills of a red dragon's territory, they survey all around and claim to own all that they see from this position. They enjoy their own company, not associating with other creatures, or even other red dragons unless the dragon's aims can be furthered. Once a red dragon's offspring reach the young adult stage, they are ordered to leave the lair and surronding territory as they are viewed as competition. Red dragons are quick to fight all creatures that encroach on their territory, especially copper and silver dragons. They hate gold dragons above all else because they beleive gold dragons are "nearly" as powerful as themselves.

Ecology: This meat eater is capable of digesting almost anything however they still prefer to meat of a maiden of any human or demi-human race.
History: Red dragons are some of the most infamous and greatly hunted of all draconic races as Dragonslayers view these creatures as the ultimate "trophies". The appearance of a red dragon in a town is enough to send such a settlement into a panic and scrambling for someone, anyone, who will save the town. For more information please see the History section in the Dragons entry of the Bestiary.
Character Attitude and personality: The information above best informs one about all the quirks of a red dragon, in addition to the general information regarding dragons on Imperia. For more information please see the Character Attitude and personality section in the Dragons entry of the Bestiary.

Dragon (Shadow)

Difficulty Rating: 5
Guidelines Used: AD&D 3rd Edition Monster Compendium: Monsters of Faerun

N/A

Combat: N/A

Habitat/Society: N/A

Ecology: N/A
History:N/A
Character Attitude and personality: N/A

Dragonkin

Difficulty Rating: 3
Guidelines Used: AD&D 3rd Edition Monster Compendium: Monsters of Faerun

N/A

Combat: N/A

Habitat/Society: N/A

Ecology: N/A
History:N/A
Character Attitude and personality: N/A

Drow

Difficulty Rating: 1
Guidelines Used: AD&D 3rd Edition Monstrous Manual

Also known as dark elves, drow are a depraved and evil subterranean offshoot. They have jet-black skin and pale hair, with white being common. They tend to be smaller and thinner than other sorts of elves, and their eyes are usually a vivid red. Their society is a matriarchal and rigidly controlled by the priesthood.

They are shorter and more slender than humans, seldmon reaching more than 5 feet in height. Male drow weigh between 80 and 110 pounds, and females between 95 and 120 pounds. Drow have finely chiseled features, and their fingers and toes are long and delicate. Like all elves, they have better agility and lower health than men.

Drow clothing is usuaully black, functional, and often possesses special properties, although it does not radiate magic. For example, drow cloaks and boots aid in making a Drow undetectable in the shadows however sometimes such stealth is not as perfect as magical items of the same type. The material used to make drow cloaks does not cut easily and is fire resistant. Any attempt to try and alter a cloak has a chance of unraveling the material and thus making it useless. In the centuries they've spent underground, drow have learned the languages of many of the intelligent creatures of the underworld. Besides their own tongue, an exotic variant of elvish, drow speak both common and the subterranean trade language used by many of the races under the earth. They speak the languages of gnomes and other elves fluently. Drow also have their own silent language composed of both signed hand movement and body language. These sighs can convey information, but not subtle meaning or emotional content.

Drow religion is broken into several sects, however the largest known ones worship the primal Oblivious. Female drow favor the cleric class rather than wizard and usually follow two of the following domains: Chaos, Trickery, Destruction, and Evil.

Combat: The drow's world is one in which violent conflict is part of everyday life. It should not be surprising then, that most drow encountered, whether alone or in a group are ready to fight. Drow wear finely crafted, non-encumbering, black mesh armor. This extremely strong mail is made with a special allow of steel containing adamantite. The special allow, when worked by a drow armorer, yields armor with the strength to rival fine dwarven plate mail. Drow also prefer small shields made of the same metal, which are stronger than the typical shield of it's size. Drow are capable of using any type of weapon and armor, but such items depend on the Drow's strength as a human barbarian can wear heavier gear than a Drow warrior due to body size and strength. In a hand to hand battle, a Drow will not last long. During the First War, when Drow soldiers were placed on the front lines of forces of the Shadow Knight Empire, many Damocles soldiers found they were able to best the Drow in unarmed combat and thus nicknamed any drow army divisions of the Shadow Knight Empire the "Glass Jaw Legion". 

Drow move silently and have superior infravision up to 120 feet. They also have the same intutive sense about their underground world as dwarves do, and can detect secret doors just as good as an elf can. Very rarely can a dark elf be surprised by an opponent. All dark elves receive training in magic and are able to use the spells dancing lights, faerie fire, and darkness. Such a common use of magic has also given the drow great resistance in magic, with a spell having at least a 50/50 chance of simply not working on them. However the Drow have a great weakness to bright light and try to avoid it as much as possibile.

Habitat/Society: Long ago, dark elves were part 0f the elven race that first roamed in the forests of what would later be Verdania. Not long after they were created, though, the elves found themselves torn into rival factions - one following the tenets of evil, the other owning the ideals of good (or at least neutraility). A great civil war between the elves followed, and the selfish elves who followed the paths of evil and chaos were dirven into the depths of the earth, into the bleak, lightless caverns and deep tunnels of the underworld called Hadicia. These dark elves became the drow. The drow no longer wish to live upon the surface of the earth, however there have been some exceptions where many Drow live on the surface but rumor holds that these Drow do so cause most of the tunnels to Hadicia have been lost.

Those Drow back in the underworld of Hadicia, resting far below the surface of Imperia, live in magnificently dark, gloomy cities that few humans or demihumans ever see. They construct their buildings entirely out of stone and minerals, carved into weird, fantastic shapes. Books about these cities claim they are the stuff of which nightmares are made. Drow on the surface live in such towns that mirror the darkness of the long lost homelands, with Drow society fragmented into many opposing noble houses and merchant families, all scrambling for power. In fact, all drow carry brooches inscribed with the symbol of the merchant or noble group they are allied with, though they hide these and do not show them often. The drow beleive that the strongest should rule; their rigid class system, with a long and complicated list of titles and prerogatives, is based on the idea.

Drow females tend to fill nearly all positions of great importance, a way that either claim is due to some unknown system of government back in the subterranian lands, or maybe ancient tales that at one time Drow near the surface were under the control of the Kopru Dynasty. Drow fighters go through rigorous training while they are young. Those who fail the required tests are killed at the program's conclusion. They sometimes use giant lizards as pack animals, and frequently take bugbears and troglodytes as servants. Rumors also persist the Drow are allied with the Illithids, and they have been known to easily war with the dwarfs. Dark elves frequently keep slaves of all types, including past allies who have failed to live up to drow expectations.

Ecology: The drow produce unusual weapons and clothing with quasi-magical properties. Some scribes and researchers have claimed this was either due to some odd radiation in the metals they use, or due to fine workmanship. Whatever the reason, it's clear that the drow have discovered some way to make their clothing and weapons without the use of magic.

Direct sunlight however is known to weaken such items, so the Drow normally wear either human clothing over it but over time this has caused the Drow on the surface to switch to using human goods and abandoning their old ways.

History: Unknown to most, Drow did indeed spring up from elves in Imperia's Titan age, a time when Imperia was controlled, crafted and ruled over by the Titans. The elf had existed on Imperia for at least a few thousand years when this rebellion did occur, and the Drow fled down into the underworld, called Hadicia after a deity of the period. For millenia the Drow existed down in Hadicia, only appearing on the surface at night in attacks against the elves who presided within what is now the Dren`gal region of Damocles and of Verdania. What happened to the surface elves is unknown as many beleived the Drow had finally killed them off. They did, not only with help. During the age of the Three Kingdoms, the Kingdom of the Verdane and the Kingdom of the Kopru joined in a pact with the Drow of Hadicia to remove the third kingdom, the Elven Kingdom of Pyrerane. The war, lasting for well over three hundred years, did indeed see an end to the Kingdom of Pyrerane, and thus all the elves of the region were wiped out. The Drow sunk back into Hadicia, with the spoils of war and left the former lands of Pyrerane to be divided by the Verdane and the Kopru. The Drow remained deep within Hadicia, till one day approached by the Shadow Knight Empire to aid in their war against the Damocles Empire. The Drow agreed, and tens of thousands of Drow relocated to the surface to join in the First War.

Damocles SOG, or Special Operations Group (A division of the Damocles Imperial Army) learned of the Drow rienforcing SK forces and put a plan into motion. A small band of commandos, lead by Lysandius Gothmeg, moved down into the main tunnel leading into Hadicia. There several explosives were detonated and the way to Hadicia, the same tunnel Drow used to go into the depths of the earth back in the Titan age, was destroyed and lost. Damocles cheered on this amazing commando mission, and the Drow who were left were forced to reside within caves scattered along the lands or have to now find housing within surface towns of the land.

The Drow on the surface did not claim a land or reunite till a Drow plot set in motion by a priestess with ties to the Shadow Knight Empire, tricked the elves of Dewwillow into leaving for the lands of Ven'Tul (Now called Nore Quendrin). The Drow then rose up, and claimed the lands under the rule of the former Shadow Knight Lieutenant Rawblade Dren'gal. Thus the Dren'gal Empire was born but it would be short lived. Esclating tensions with the Damocles Empire soon came to a head and the Damocles-Dren'gal War occured in the early 700s. This war however was a short one due to superior airship technology on the side of the Empire, and Dren'gal was forced to surrender with Rawblade Dren'gal becoming a prisoner of the Damocles Empire. Dren'gal to this day remains a hotly contested, but held territory of the Damocles Empire. The Drow are, for the first time ever, the oppressed - not the oppressors.

It is only a matter of time before the last Drow of Dren'gal die out, so many have left these lands which is fully merged into the Damocles Empire, and have begun to seek ways back to Hadicia. There they hope to either find a new home, or at least return with Drow forces and seek revenge against Damocles oppressors.

Character Attitude and personality: The Drow character is easy as long as you remeber that they are not good at hand to hand fighting, are a dark and evil race, have an aptitude for magic and the females are normally the dominant ones. Any Drizzt copycats are strongly discouraged. The guidelines here are for an easy to play oppressed Drow of the lands of Dren'gal, however a Drow who recently wandered up from Hadicia is possibile to play with an extra amount of information. The Drow is here either via a portal or a cave, but the way back is now lost. Hadicia cannot be returned to. The Drow would also be largely unaware of everything that occured after the First War and may think that the Shadow Knights could of won. This type of Drow is far more challenging, however they would be more powerful (Better weapons, better magic training and a skilled poison maker) than the surface Drow. The Drow are normally self-serving, only prefering evil races if any, and are smug and arrogant in their own way. Sunlight bothers but does not weaken.

Drow from the Shadow Knight worlds are much happier, all being originally from Hadicia and lucky to of escaped back to the Shadow Knight worlds instead of be captured by Damocles forces at the end of the First War. The Drow of the Shadow Knight Empire have acceptance, prestige, and most likely a few slaves of either humans or elves. However these Drow are first and foremost loyal to the Shadow Knight Empire and devout to Galadore, the leader and to some God, of the Shadow Knight Empire. The Drow here are more confident and complacant than the surface Drow back on Imperia. The Drow of the Shadow Knight Empire firmly beleive they are on the "winning side" and that Galadore is destined to reclaim the universe stolen from the Titans, and rule all united under the new age of Titan rule.


Dryad

Difficulty Rating: 5
Guidelines Used: AD&D 3rd Edition Monstrous Manual

Dryads are exquistely beautiful tree sprites found deep in secluded woodlands. They sometimes aid adventurers and can prove a source of useful information.

These creatures remain something of a mystery even to other woodland beings. Tales tell of dryads who took a fancy to handsome elf or human men, charmed them, and held them captive. But since dryads rarely associate with any outside their own kind, these stories may be purely anecdotal. A dryad's delicate features are much like an elf maiden's, with eyes always a striking color such as amber, violet, or emerald green. Complexion and hair color change with the seasons. During the spring and summer, the skin of a dryad is lightly tanned and the hair is green as oak leaves. In the fall, the hair turns golden or red, and the skin darkens to match. Finally, in the winter, both are white.

Although they are generally solitary, up to seven dryads have been encountered in one place on rare occasions. Dryads speak Common, Elven, and Sylvan.

Combat: Shy, intelligent, and non-violent, dryads are as elusive as they are alluring. They shun combat and are rarely seen unless they wish to be. If threatened, a dryad uses charm person, attempting to gain control of the attacker(s) who could help the most against the rest. Any attack on her tree, however, will provoke the dryad into a frenzied defense. Dryads can communicate with plants at will. They can also, at will, step inside any tree and teleport (dimension door) to reach their own oak tree. A dryad can use charm person three times per day with moderate profiency.

Each Dryad is mystically bound to a single, enormous oak tree and must never stray more than 300 yards from it. Any who do become ill and die within 4-24 hours. A dryad's oak does not radiate magic or any detectable form of magical energy. 

Habitat/Society: As stated above, the Dryad's tree is her entire life and purpose. If the tree is attacked then the damage is also shared by the Dryad herself and anyone gaining control of the tree would be able to control the Dryad. While some Dryads are seen together, this is not a social event. It merely means another Dryad's tree is in close proximity to the other. These dryads may come to each other's aid, but never really gather socially. Any treasure owned by a dryad is hidden close to her home tree. The gold and gems that make up her treasure are almost always the gifts of charmed adventurers. These dryads realize that most creatures fear them for their ability to charm, so dryads only deal with strangers on rare occasions. When approached carefully, however, dryads have been known to aid adventurers. They are a useful source of information as they know a great deal about the area in which they live. 

Ecology: Dryads are staunch protectors of the forest and groves in which they reside. Any actions that harm the area, and especially its plant life, are met with little tolerance.
History: Very little, if anything, is known about Dryads on Imperia and in the Verdania region. For centuries before the time of the Three Kingdoms, they enjoyed total peace and isolation. Even during the time of the Three Kingdoms, interference from outsiders was few and far between. Dryads have not really come into the public eye till recently, as over the last few centuries a few clashes have occurred of Dryads opposing development of roads or clear cutting of forests by nations such as Axius and Damocles. However the worst came at the time of the Dorandus Cult, as many of the Earth based sects of the Cult started seeking out Dryads to capture their trees and enslave them. The brutal treatment at the hands of those of the Cult, which includes slavery, abuse and rape, has been known to leave the Dryad insane...if the Dryad is lucky to even escape the clutches of the Dorandus Cult. 
Character Attitude and personality: The Dryad character is indeed a very difficult character is mainly for her limitations (She cannot leave the range of her tree...ever) and their own lack of any social interaction. Any such Dryad encountered are most likely bound to be NPCs as a person playing a Dryad won't be able to survive for long unless her appearances in civilization are VERY  short indeed. She would also need a very good reason for leaving her forest and tree, so for all of these limitations a Dryad character is ill-advised. The character would be greatly restricted by the quirks and personality of a Dryad as well as her own dependence on her tree. Leaving her tree alone for a few hours would be more than enough time for someone to discover the tree..and control her. 

Dwarf

Difficulty Rating: 1
Guidelines Used: AD&D 3rd Edition Monstrous Manual

Dwarves are noble warriors who excel at metalcraft, stoneworking, and war. They tend to be serious, determined, and very honorable. Averaging 4 feet tall and weighing as much as an adult human, a dwarf is stocky and muscular. The skin of a dwarf is light brown or deeply tanned, cheeks ruddy, eyes bright. The long hair is usually black, gray, or brown; males have long, carefully groomed beards and mustaches. Dwarves clothing favors earth tones and tends to be simple and functional. They prefer to spend their time making masterpieces of stone, steel, and precious metals. They create durable weapons, craft beautiful jewelry, and cut superior gems. However, they consider it bad taste to flaunt wealth, so few wear jewelry other than one simple piece.

Dwarves reach adulthood at 40 years, middle age at 125 years, old age at 188, venerable age at 250 years and can live to a maximum of 450 years old.

Dwarves speak dwarven, common and undercommon. Most who travel outside dwarven lands (as traders, mercenaries or adventurers) know the common tongue, while warriors in the dwarven cities usually learn goblin to better interrogate and spy on those evil denizens of the deep caves.

Combat: Dwarves are experts in combat, effectively using their environment and executing well-planned group attacks. They rarely use magic in fights, since they have few wizards or sorcerers (but dwarven clerics throw themselves into battle as heartily as their fellow warriors). If they have time to prepare, they may build deadfalls or other traps involving stone. In addition to the dwarven waraxe and thrown hammerm dwarves also use warhammers, picks, shortbows, heavy crossbows and maces.

Dwarfs are very well trained, undergoing a special training that aids them against orcs and goblinoids as well as dodging attacks by giants as they use their lack of height as a tactical advantage. Dwarves also are hardy against some magics and poisons.

Due to an understanding of engineering basics they are able to more easily notice unusual stonework such as traps and concealed doors within caves. They can also intuit depth, sensing the approximate distance underground as naturally as a human can sense which way is up.

Habitat/Society: Dwarves prefer living in underground cities however life in Verdania has, over the centuries, made them also prefer to live above ground as well. Any such underground settlements are built around mines and carved into solid stone. These cities take centuries to complete but remain for ages. Dwarf society is organized into clans, with distinct family lines within each. A clan is led by a hereditary ruler, usually a king or queen and direct descendent of the clan's founder. Dwarves are strongly loyal to their family, clan, monarch and people as a whole; in conflicts with other races, even objective dwarves tend to side with their kinfolk. These ties have helped the dwarves survive generations of warfare against other creatures. 

Each clan usually specializes in a particular craft or skill, and young dwarves are appenticed at an early age to a master in their clan or another clan to learn a trade. Since dwarves line so long, apprenticeships last for many years. Dwarves also consider political and military service a skilled trade, so soldiers and politicians are usually subjected to a long period of apprenticeship before they are considered professionals. To folk from other races, life within these cities might seem rigid and unchanging as the stone of the earth. In fact, it is. Above all, dwarves value law and order. This love of stability probably comes from the dwarves` long life spans, for dwarves can watch things made of wood and other mutable materials decay within a single lifetime. It shouldn't be surprising, then, that they value things that are unchanging and toil ceaselessly to make their crafts beautiful and long-lived. For a dwarf, the earth is something to be loved because of its stability and the sea a thing to be dispised and feared for it is a symbol of change. 

Dwarves prefer precious metal, mainly gold, including diamonds and other gems. They do not value pearls as they remind them of the sea and all it stands for. Other races may see dwarves as greedy, dour, grumpy folk who prefer the dampness of a cave to the brightness of an open glade and this is partially true. Dwarves have little patience for men and other short-lived races (since man's concerns seem so petty when seen from dwarven eyes). Dwarves also mistrust elves because they are not as serious-minded as dwarves and waste their long lives on pasttimes the dwarves see as frivolous. However, dwarves have been known to band together with both men and elves in times of crisis, and long term trade agreements and alliances are common.

Ecology: Since much of their culture is focused on creating things from the earth, dwarves produce a large amount of useful, valuable trade material. Dwarves are skilled miners. Though they rarely sell the precious metals and rough gems they uncover, dwarven miners have been known to sell surpluses to local human communities. Dwarves are also skilled engineers and master builders though they work mostly with stone and some dwarven architects work for humans quite frequently. Dwarves most often trade in finished goods. Many clans are dedicated to work as blacksmiths, silversmiths, goldsmiths, armorers, weapons makers, and gem cutters. Dwarven products are highly valued for their workmanship and usually fetch prices %20 higher than locally forged items. Many people are still willing to pay a high price for a suit of dwarven mail or a dwarven sword. People know that the dwarf who forged the item made it to last a dwarven lifetime, so they'll never need to worry about it wearing out in theirs.
History: Dwarves, like the humans and a majority of the surviving elves, came to Verdania in the great naval convoy of the settlers just before the Damocles Calendar from Aeris. The origins of the dwarf are still hotly debated and the most agreed upon tale was the dwarves were made by Kraeth himself and given the large mountains within Aeris as their homes. Most likely those cities within the mountains still exist to this very day however no dwarf in Verdania has ever laid eyes on them. When the dwarves came over to Verdania, they took up residence in the mountains of Damocles and Axius and found an acceptance among the humaniod races. Whereas the Elves have suffered the worst luck, the dwarves have had the best of luck. The increasing popularity of the airships is causing a huge demand for their engineering talents and abilities and several dwarves are able to get jobs with shipyards or even Damocles Engineering Corporation (DEC) with it's main corporate headquarters in Basillicus, Damocles. So prejudices exist towards the dwarves but they still suffer mistrust with the elves. When the settlers reached Verdania, they found some elven communities already there although greatly ravaged and scattered. How they got there, and what came before them was never told as the native elves seem bound by some huge secret. It was this secret, which first started the mistrust. Second, when it came time to settle the elves left for the lust forests of Dewwillow, and seemed to shun the humans and dwarves. Humans not only invited dwarfs to come with them, but the first nations (Dantania, Damocles and Axius) even handed over sizeable parts of land to the dwarves to build their own communities. It is cause of this that the Humans and Dwarves remain great friends seven centuries later. 

Mostly now, the dwarves are peacefully divided between living on the surface and the underground. Any such underground settlements are located in Axius or Damocles and benefit from agreements with those nations. Axius usually requests a shipment of the ore as payment and Damocles usually forges business arrangements to purchase the ore from the dwarves themselves as well as establish sensor stations along the top spires of these mountains to facilitate communications as well as provide reconnaissance for the area. However there have been a few blemishes in the dwarves history but thats mostly concerning Vernalla and Axius. In the time of the Krarthian Union (700s) when the Vernalla Government was allied with the Shadow Knight Empire, several dwarven strongholds in Vernalla's mountains were raided by Shadow Knight forces and all dwarves within either taken prisoner or slaughtered. It's cause of this that no dwarf settlements are found past the southern border of the Damocles Empire. In Axius, it was during the rise of the Dorandus Cult as a few fanatical sects also attacked dwarven strongholds however not all met with success. Dwarves are mostly found in Axius and Damocles as well as a few mountainous islands close to Damocles territory itself, While some are found in other nations, the bulk are located in the Axius and Damocles.

As stated earlier, it is known that dwarven civilization started in Aeris. However if this was the only place the dwarfs started at is unknown. However a few rumors and legends persist of a dwarven story that, when Kraeth made the dwarf he gave he fashioned them a house of stone and then divided it into two houses. Aeris is largely beleived to be one of those houses, and the second house is rumored to be anywhere ranging from Xixecal South or Kyuichi Saeken. However some dwarves claim to of found old texts among the ancient elves that ambassadors of the Kopru Dynasty made contact with a land of dwarves located far west of the Kopru Expanse.   

Character Attitude and personality: The dwarf is very well covered by the above information. The only big difference between dwarves here and in other settings is the total lack of any racial prejudices towards them by humans. In fact dwarf-human relations are great and they are close friends indeed. A dwarf would be a huge supporter of the Damocles Empire, mainly for the long relations and generoisty the human-based Empire has bestowed to the dwarf. In fact, dwarves are so widely accepted that the Empire is seen as a humaniod nation, rather than a human nation. Dwarves are rather hateful of the Shadow Knight Empire, as well as Vernalla and the Verax Empire and a few have protested the recent treaty made between Damocles and the Verax Empire, however the dwarves remain confident that Damocles shall support and protect the dwarves regardless. A dwarf would have no problem blending into society or finding work. However a few dwarves dream of one day seeing the elder dwarven cities of Aeris.

Elf

Difficulty Rating: 1
Guidelines Used: AD&D 3rd Edition Monstrous Manual

Elves are aloof guardians of the forests, studying magic and swordplay for the duration of their long lives.

Elves average 5 feet tall and typically weigh just over 100 pounds. They live on fruits and grains, though they occasionally hunt for fresh meat. Elves prefer colorful clothes, usually with a green-and-gray cloak that blends well with the colors of the forest. They appreciate beautiful things, from elegant jewelry to attractive flowers to decorated clothing and tools. An elf is usually slender, with pale skin and and pointed ears along the side of it's elongated head. Sometimes their armor has a natural, forest-themed design that can sometimes appear organic instead of the worked and crafted armors made by other humanoid races.

Elves reach adulthood in 110 years, reach middle age at 175, old age at 263, venerable at 350 and can live to a maximum age of 750 years. 

Like dwarves, elves are craftmasters, although they work in wood and metal rather than metal and stone. Elven items are prized by other races, and many elven communities have become prosperous by trading crafted goods with other peoples in and out of the forests.

While, for the most part, elves prefer life in the woodlands and to build their own cities there, most have since Dewwillow fell to the Drow, moved to mostly the cities of Axius and Dewwillow with just under a fourth of all known elves living in Nore Quenderin. This is due to a beleif that Nore Quenderin is cursed lands, as it was part of a trick to lure elfkind to their doom by the mother of the current ruler of Nore Quenderin, Anduril.

Elves speak Elven, and most also know Common and Sylvan.

Combat: Elves are cautious warriors and take time to analyze their opponents and the location of the fight if at all possible, maximizing their advantage by using ambushes, snipers, and camouflage. They prefer to fire from cover and retreat before they are found, repeating this maneuver until all of their enemies are dead. They prefer longbows, shortbows, rapiers and longswords. In melee, elves are graceful and deadly, using complex maneuvers that are beautiful to observe. Their wizards often use sleep spells during combat because these won't affect other elves.

Elves are normally slightly more dexterious than humans, but pay for it in decreased health as they can sometimes be more prone to sickness. They have an immunity to sleep magics, (Which is a vital tactic as sometimes Damocles will send in Elven Soldiers armed with Sleep Grenades) and have a minor protection against various enchantment magics. They have excellent low-light vision and excel in the use of longswords, rapiers, longbows, composite longbows, shortbows and composite shortbows.

They are more adept at careful listening, spotting unusual items or searching an area to uncover something of use and they have been known to easily detect secret and concealed doors that have eluded others. While they know their own tongue rather well, they are also taught and excel at the speaking, reading and writing of the Common, Draconis, Gnoll, Gnome, Orc, Goblin & Sylvan languages. Most elves prefer to be either archers or wizards.

Habitat/Society: Elves beleive in that independence and freedom for the individual are more important than the rigid structures of civilization, so they either travel in small bands, or exist within homes alongside their other kin. While they can tolerate living among other races, they only prefer to do so among humans as the elves of Verdania have been coexisting with humans for well over seven hundred years. Most prefer Axius or Damocles due to the freedom within Axius or the wealth within Damocles. Elves live in harmony with nature, building temporary camps that blend into the trees when the small bands are out and about traveling. These camps frequently have animal guardians or giant eagles watching over the camp. Elf society is egalitarian, and males and females may be found in almost any role.

Their long life spans give elves a patient perspective and allows them to take pleasure in the enduring beauty of the natural world. They don't see the point in short term gains and instead learn things that will provide joy for years to come, such as stories, music, art, and dance. Treasures such as elven music and crafts disguise the fact that elves are dedicated warriors determined to check the spread of evil in the forests.

Elves eat little, and although they are omnivorous, they eat more plants than meat. This is partly because of their affinity with nature (They believe a harvested plant causes less disruption to nature than a slain animal) and partly because their fondness for roving requires food that is preserved more easily.

The chief elf deity is Lothos, who is regarded as the creator and protector of the race as well as the Primal who watches over the forests. Any elves who lean towards evil still follow Lothos but a more misguided and corrupted version of him, where they believe that nature should retake the land by any means necessary. In the modern world we would call these Eco-Terrorists.

Ecology: Elves produce fine clothes, beautiful music, and brilliant poetry. It is for these things that other cultures know the folk of the forest best. In their world within the forest, however, elves hold in check the dark forces of evil, and the creatures that would plunder the forest and then move on to plunder another. For this reason alone, elves are irreplaceable. In other cities and settlements they either work as farmers or forestmen (Advocating selective cutting as opposed to clear cutting) or in areas from which they can expand upon their talents such as Musicians, Cloth makers or writers.
History: The history of the elves is, even for races as well lived as they are, hard to trace. Two main theories stick out however and the first is that elves are descended from their ancestors who migrated over with the settlers from Aeris. What elf society was like back then, before they relocated is hardly known as most of the elves who lived during that period have either perished from old age or died in the Ven'Tul Massacre. The second theory is that elves originally came from some ancient elf kingdom, but very little is known..or has even been found of this legendary kingdom however some in Nore Quenderin believe they now sit on the ancestral lands. Elves in Verdania however demand proof.

What is agreed upon is this: That the elves came to Verdania with the Settlers just before the Damocles Calendar was made, fleeing with them for mainly religious freedom as the Aeris government was putting a stop to Primal worship and also for personal freedom as many found the laws of Aeris rather tyrannical. Whereas the majority of humans founded Dantania & Damocles, most of the elves founded Dewwillow which was located north of what was to one day become Axius and west of Damocles within a lush forest spanning for hundreds of miles. Dewwillow remained mostly at peace, yet some worry was within the "elders" of the elven nation as they predicted a woman of Drow blood would one day bring nothing but death unto their lands. This prediction was pushed aside and mostly forgotten yet it would one day prove to be true. In the 700s, a Elf woman (A Drow in disguise) claiming to be of some royal line within the elves, incited much fear and worry, telling them that destruction by the Shadow Knights was soon at hand and to flee with her to the promised lands, the ancestral lands. Along with the help of the Shadow Knight Drow, Rawblade Dren'gal, an attack was staged to only play into these fears and so the exodus was done to the lands this elf woman, known as Danya, called Ven'Tul. The next part of her plan would not be realized for another year, when dragons lead by Darben Darktalon slaughtered nearly all of the elves of Ven'Tul. The golden age of elves and of Dewwillow..had come to an end.

With well over a hundred thousand elves killed, elf history and unity as a whole shattered. Those that had remained in Verdania decided to stay within Axius, Damocles or Dantania as those nations offered protection and rarely, if ever, had they been betrayed by them. The Drow rose up and claimed Dewwillow, renaming it as Dren'gal, and it is only by the force of Damocles that the Drow's advance into other lands was halted. King Senchant Peralay of Damocles has sworn to return the elves to their lands of Dewwillow and this process is still in progress.

From the ashes of Ven'Tul, another Elf nation did arise but due to the acts of Danya and dispite the good intent of the current ruler, Anduril (Known to be her son), Nore Quenderin remains mistrusted by the Verdania elves, who make up more than 3/4ths of all known elves. While Nore Quenderin is gaining friendship, it still has a long way to go before it can atone for the sins of the past.

The elves feel that one day, their race shall arise again. But if this is to be from either Nore Quenderin or a new Dewwillow, is unknown. Some still search however for that ancestral land...

Character Attitude and personality: Logically, a great hatred for dragons, drow and Shadow Knights have arose from the events of the last two decades. Many elves lost friends, loved ones, family, children or maybe even significant others in the Ven'Tul Massacre in 715 AD. For many the pain and sorrow of this, as well as the anger felt at those responsible, is very fresh. An elf here would be normal, save for a lack of that arrogance that is typically found in most elves. They either have accepted humans and such as equals, or feel nothing but sheer anger for the deaths of so many. Some have become dragonslayers, drow hunters or other such trade to exact revenge. The elf is very well covered above, and the main difference is a total lack of racial prejudices towards Halflings, Kender, Gnomes, Orcs, Dwarves and Humans as these are the races mostly found within Verdania and have shown the elves nothing but acceptance. One either believes in Nore Quenderin, or doesn't. Some either have chosen to make a life for themselves, or wish to benefit all elfkind.

Energy Being

Difficulty Rating: X
Guidelines Used: Custom

While nearly all beings are comprised of energy in some form or another, the true Energy Being is that of pure, coalesced energy structures working in concert to create a singular entity. Though they all have the same basic structure, their appearance, purposes, and abilities vary widely due to the myriad classifications of energies known to exist.

Energy Beings are most often created by another intelligence to perform tasks that require their singular level of power, and as such represent an entirely unique formation of life in the cosmos. They are extremely adaptable in environments and situations, often choosing to assume a form resembling that of indigenous life to effectively 'blend in' while they accomplish their objectives.

While Energy Beings might be considered only a tool to be used and discarded, they have been known to outlast galaxies and surpass gods. Their roles are sometimes known only to themselves, whether the purpose be mundane or cosmic.

Combat: Energy beings, if forced to engage in combat, will approach is a problem that needs solution and resolve it as swiftly as possible. This is often best accomplished by employing their energy in an offensive manner to overpower or confine the opponent.

Habitat/Society: Energy beings can reside in virtually any environment, save for some regions in space where energy is hampered by natural phenomena.

Ecology: Energy beings are connected to environments on levels no other being can be. They are capable of literally becoming part of the energy streams permeating a region. As such they will not harm it, lest they harm themselves, unless circumstances require them to.
History: Energy beings are extremely rare, and as such are often noted in historical records when found. Such records can be found dating as far back as recorded history itself, if one is diligent enough to go looking that far. Some energy beings are capable of manipulating time, which may explain their rare occurrences in all time periods.
Character Attitude and personality: Energy constructs follow logic and scientific principles, which would make all energy beings inherently logical. Personality can be layered on top of this to create a somewhat "human" exterior, but the core is still akin to computer logic. In such instances where the core personality was originally not that of an energy being, its behavioral aspects would remain.

Fairy

Difficulty Rating: 3
Guidelines Used: Custom

Faeries are generally four or five inches tall. They have silken wings that often take colors from nature: the brightest blues of the skies, the pinks and purples of flowers, the bright yellows of the sunshine, and greenest greens of the forest. All faeries have magic abilities. One of the most commonly used being their ability to make themselves larger. Often when a faerie uses this ability it is to wander around the world of the big people and fit in with them. When the faerie do this it is a short-lived ability and only allows them a few hours of time. Every faerie knows a lot can be learned in a single moment. Let alone a few hours.

Combat: Faeries are not true fighters. Rather, they choose to help others when they can. When in danger, they will protect themselves. They often call upon nature and animals nearby to assist them. However, faeries also contain deep seeded magic. It is what they thrive on. Because of this, they are capable of magic from birth. Such as: changing their appearance, healing, levitating objects, and a spell that leaves a person disoriented. While magic varies from faerie to faerie, most are born with these basic abilities to help them fulfill their purpose in the world. Faeries in groups can make much stronger magic. A kingdom of faeries could quite possibly call up a massive thunderstorm or blizzard, were they to feel it necessary.

Habitat/Society: When faeries remain in their city, they are in their normal form. It is when they go out to explore the world that they change their form. If a faerie does remain in it's natural form, it generally shies away from a lot of other races, especially those in large groups. While they are curious, they are also smart enough to know what might put them in danger. There are few communities of Faeries scattered throughout the world, though few races have seen or know of them. Unless they have been blessed enough to come across them, only a handful of people have ever actually seen one of the fairy’s kingdoms and most often those have been children or very simple people who have lost their way. In such cases the faeries often care for the lost soul and help them return to their own kind. The faeries live in a monarchy, generally lead by both a King and Queen. Their kingdoms are large and impressive to them, but the actual scale of even the largest faerie kingdom would probably fit one room of a small cottage.

Ecology: Communities of Faeries are always found in secluded forests, small islands, and high mountains. Places where they are surrounded by nature that has yet to be disturbed by the settlement of countries, the ravages of wars, and the continued meddling of technology. The natural magic that the faeries thrive on tends to work in almost a circular pattern. While they live and thrive from the earth’s magic, around them the earth thrives, becoming lush and beautiful.
History: Faes are mostly creatures of legend. Told by elves to their children as bedtime tales and by the clerics of Lothos as a sign of one Lothos' many beautiful blessings of the world. The story of the birth of the faeries starts long ago. Lothos decided to create a race of beauty and innocence to watch over his beloved earth in his stead. He touched the life of a tiny child who had been abandoned in the forest and gave it wings, beauty, and an immortal life. As long as it would always follow him and care for the earth and it’s occupants, it would be under his good graces. Thus was born the first faerie. While this tale is usually thought of as simply a story passed through the generations of elves, it is nearly the truth.
Character Attitude and personality: Imperian Faeries are small, purely magical creatures. Curious and innocent, faeries are rather like children all throughout their lives. If they lose their innocence and child-like views they can lose their magic and possibly their lives. A fae child is born with the brightest of colors. As faeries age their colors become softened. Their magic does not weaken, they become more in tune with the magic in the world and their lives become softer and calmer. Faeries are curious and playful above all else. They tend to hide, watching people around them. When they feel they can be helpful, they will help in whatever way they can before returning to their hiding spot.

 


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